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https://github.com/aharabada/glitchy-engine-beef.git
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Refactored FontRenderer, fixed Sandbox2D
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@@ -61,8 +61,8 @@ namespace GlitchyEngine.Renderer.Text
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List<Texture2D> atlasses = scope .();
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List<Texture2D> atlasses = scope .();
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// freetype identifies glyphs using utf32 (which makes sense), so we enumerate the text as char32
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// enumerate through the unicode codepoints
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for(char32 char in String.UTF8Enumerator(text, 0, text.Length))
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for(char32 char in text.DecodedChars)
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{
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{
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if(char == '\n')
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if(char == '\n')
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{
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{
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@@ -5,7 +5,7 @@ Dependencies = {GlitchyEngine = "*", corlib = "*", LodePng = "*"}
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Name = "Sandbox"
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Name = "Sandbox"
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TargetType = "BeefGUIApplication"
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TargetType = "BeefGUIApplication"
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StartupObject = "GlitchyEngine.Program"
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StartupObject = "GlitchyEngine.Program"
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ProcessorMacros = ["!SANDBOX_2D"]
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ProcessorMacros = ["SANDBOX_2D"]
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[Configs.Debug.Win64]
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[Configs.Debug.Win64]
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CLibType = "DynamicDebug"
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CLibType = "DynamicDebug"
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@@ -136,7 +136,7 @@ namespace Sandbox
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Font fonty ~ _.ReleaseRef();
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Font fonty ~ _.ReleaseRef();
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VertexLayout layout ~ delete _;
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VertexLayout layout ~ _?.ReleaseRef();
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GeometryBinding quadBinding ~ _?.ReleaseRef();
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GeometryBinding quadBinding ~ _?.ReleaseRef();
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@@ -308,6 +308,7 @@ namespace Sandbox
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Renderer2D.End();
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Renderer2D.End();
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*/
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*/
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_alphaBlendState.Bind();
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_alphaBlendState.Bind();
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Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height));
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Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height));
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@@ -3,3 +3,4 @@ Mir geht es gut, danke der Nachfrage. Wie geht es dir?
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順調に進んでいますし、何よりもエンジンがやっと文字を表示できるようになりました。
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順調に進んでいますし、何よりもエンジンがやっと文字を表示できるようになりました。
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ÄÖÜüöäßÉéáÁèÈÀàâÊ💕❤
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ÄÖÜüöäßÉéáÁèÈÀàâÊ💕❤
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λ≙Ω⨁μ×∞
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λ≙Ω⨁μ×∞
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🤦🏿♀️
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